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  • Language-independent sources on collision detection

    - by Phazyck
    While making a Pong clone with a friend, we had to implement some collision detection. For research purposes, my friend dug up a book called "AdvancED Game Design with Flash" by Rex Van Der Spuy. This book was clearly targeted at implementing collision detection in ActionScript, and I also have some problems with how the concepts are presented, e.g. presenting one method as better than another, without explaining that decision. Can anyone recommend some good material on collision detection? I'd prefer it if kept the implementation details as language-independent as possible, e.g. by implementing the concepts in pseudo-code. Language-specific materials are not completely unwelcome though, though I'd prefer those to be in either Java, C#, F# or Python or similar languages, as those are the ones I'm most familiar with. :-) Lastly, is there perhaps widely known and used book on collision detection that most people should know about, like a 'the book on collision detection'?

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  • It's possible to fulfill the social necessity of a human being through a social game in 3D like IMVU?

    - by Totty
    (I'm not advertising nor promoting this game, as it's just an example of my experience and I would like to have your opinion about the matter if possible) I've been started researching "things" about games and I've decided to begin to play IMVU as a friend of mine said it's cool. At first it seemed just another 3d social game, not so cool.. But I've "tried to like" and after 1 day I can say I'm addicted to it! Yes; I will explain better: About the game: You can go in chat-rooms, move to positions. Some positions are like sitting in a sofa, floor, dancing alone or with a partner, kissing and more in this way. In the free version of the game there is no nudity. You can even listen to music, view youtube... The 3d graphics are quite low end, so it's not as real as the paid PC games of today. About my experience: At first I was going with my friend in chat-rooms, they seemed very nice. There were people talking about general stuff, quite like in a real life. Well, I begin to know some girls (yes, virtual girls commanded by a real girl, I hope!). Things happened: Some girls are just crazy, not like in real life, they make out in before even talking; Other girls you can speak a little bit, then they add you to their friend-list. Sometimes they invite to their virtual places. Some girls have really IMVU boyfriends only (but not in reality) and most of them don't even make up in the game, so it's really a level of commitment involved here! But from what my friend told they last for him, at least, about 3 days... Some others have real and IMVU boyfriends that are the same. Until now I haven't find a girl with different boyfriend in the IMVU and reality. Nor multiple boyfriends. There are rooms where the same people find each selves every day and speak about general stuff, relationships and so on... They are nice with you, they "feel" you and show careness. This is what amazes me, they treat you like a real human being and as being their friend in the real world. (of course it's not always like this) There are jealous girls too and competitiveness between females lol, I know you loled! This is kind of social. So today I closed my door in my room and I've played it all day long and guess what, I didn't feel a need to stay with a real person at all. Normally, If I would stay a full day alone I would get quite crazy... So the question is: It's just me that seemed to be able to fulfill my social needs or there is something more? thanks for your precious time for reading my full question,

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Is there really anything to gain with complex design? [duplicate]

    - by SB2055
    This question already has an answer here: What is enterprise software, exactly? 8 answers I've been working for a consulting firm for some time, with clients of various sizes, and I've seen web applications ranging in complexity from really simple: MVC Service Layer EF DB To really complex: MVC UoW DI / IoC Repository Service UI Tests Unit Tests Integration Tests But on both ends of the spectrum, the quality requirements are about the same. In simple projects, new devs / consultants can hop on, make changes, and contribute immediately, without having to wade through 6 layers of abstraction to understand what's going on, or risking misunderstanding some complex abstraction and costing down the line. In all cases, there was never a need to actually make code swappable or reusable - and the tests were never actually maintained past the first iteration because requirements changed, it was too time-consuming, deadlines, business pressure, etc etc. So if - in the end - testing and interfaces aren't used rapid development (read: cost-savings) is a priority the project's requirements will be changing a lot while in development ...would it be wrong to recommend a super-simple architecture, even to solve a complex problem, for an enterprise client? Is it complexity that defines enterprise solutions, or is it the reliability, # concurrent users, ease-of-maintenance, or all of the above? I know this is a very vague question, and any answer wouldn't apply to all cases, but I'm interested in hearing from devs / consultants that have been in the business for a while and that have worked with these varying degrees of complexity, to hear if the cool-but-expensive abstractions are worth the overall cost, at least while the project is in development.

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  • Any empirical evidence on the efficacy of CMMI?

    - by mehaase
    I am wondering if there are any studies that examine the efficacy of software projects in CMMI-oriented organizations. For example, are CMMI organizations more likely to finish projects on time and/or on budget than non-CMMI organizations? Edit for clarification: CMMI stands for "Capability Maturity Model Integration". It's developed by the Software Engineering Institute at Carnegie-Mellon University (SEI-CMU). It's not a certification, but there are various companies that will "appraise" your organization to various levels of CMMI, such as level 2 and level 3. (I believe CMMI level 1 is an animalistic, Hobbesian free-for-all that nobody aspires to. In other words, everybody is at least CMMI level 1, even if you've never heard of CMMI before.) I'm definitely not an expert, but I believe that an organization can be appraised for CMMI levels within different scopes of work: i.e. service delivery, software development, foobaring, etc. My question is focused on the software development appraisal: is an organization that has been appraised to CMMI Level X for software projects more likely to finish a software project on time and on budget than another organization that has not been appraised to CMMI Level X? However, in the absence of hard data about software-oriented CMMI, I'd be interested in the effect that CMMI appraisals have on other activities as well. I originally asked the question because I've seen various studies conducted on software (e.g. the essays in The Mythical Man Month refer to numerous empirical studies, as does McConnell's Code Complete), so I know that there are organizations performing empirical studies of software development.

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  • O'reilly certification in PHP worth it?

    - by editzombie
    I asked this question over on stack overflow but I didn't realise it wasn't really the place for not so technical questions. I've seen quite a few related threads on this forum so I thought I'd try and get some feedback here: This is my first time asking a question on this forum, though I´ve read it a lot. I apologise if this is repeating a thread. I´m interested in getting into web development. I am a video editor by trade but living in Spain the way things are at the moment its very difficult to find work. I have some very basic knowledge of HTML and CSS and a little bit of flash and have designed a few little personal websites myself. I also worked for a online marketing production company where I worked a little on blog design in Blogger amongst other social media. So thats my background, but I´m trying to expand my skills and get into web development as a career or in general part of my skill base, I was thinking particularly about PHP/MySQL. I have worked a little on some of the Lynda.com tutorials and have invested in a book (Sams Teach Yourself PHP, MySQL and Apache). I´m still finding it very difficult to progress. I know I should really try some practice projects (any reccomendations would be welcome). But I was also thinking about doing one of the O´Reilly certification courses and was wondering whether it would be worthwhile for a noob like me. I hear that the courses are associated with an American University which I guess gives it more clout. Any other thoughts you guys have about how to make progress in learning web development would be fantasic. Thanks in advance.

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  • What's the canonical process for backing up a website?

    - by Walkerneo
    This is going to sound terrible, but bear with me. I currently have a cron job that does a mysql dump, a git add all and commit, and a git push to bitbucket. I set this up almost a year ago, when I didn't know much about git, backups, and general web development and administration. I haven't had the time to fix this and do it properly, but the repo has now grown quite big from accumulating large temporary files from my forum, so now I have to do something and I want to do it properly this time around. What processes do semi-large websites and personal site admins use for backing up server content? Based on what I've learned since I set this up, what I'm currently think of doing is: Making changes on a development domain and committing the code frequently Archiving the entire site after a successful deployment from the development domain Having automatic daily database and user-content backups. I still like the idea of backing up sqldumps with git, though. I know git isn't a backup tool and that this is beyond its purpose, but the textual queries that are exported would be easily managed by git and would save a lot of space in archives.

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  • Is constantly looking for code examples a sign of a bad developer?

    - by Newly Insecure
    I am a CS student with several years of experience in C and C++, and for the last few years I've been constantly working with Java/Objective C doing app development and now I have switched to web development and am mainly focused on ruby on rails and I came to the realization that (as with app development , really) I reference other code way too much. I constantly Google functionality for lots of things I imagine I should be able to do from scratch and it's really cracked my confidence a bit. Basic fundamentals are not an issue, I hate to use this as an example but I can run through javabat in both java/python at a sprint - obviously not an accomplishment and but what I mean to say is I have a strong base for the fundamentals I think? I know what I need to use typically but reference syntax constantly. Would love some advice and input on this, as it has been holding me back pretty solidly in terms of looking for work in this field even though I'm finishing my degree. My main reason for asking is not really about employment, but more that I don't want to be the only guy at a hackathon not hammering out nonstop code and sitting there with 20 Google/github tabs open, and I have refrained from attending any due to a slight lack of confidence... Is a person a bad developer by constantly looking to code examples for moderate to complex tasks?

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  • Is Java a good choice for cross-platform games?

    - by CommunistPancake
    I'm looking to create a game in Java and would like it to work on Windows, Linux, and Mac. I'm pretty sure C# is a bad choice for this, and I don't have enough experience in C or C++. I want to stay away from Flash. Therefore, Is Java a good choice for me? Mostly, I use C#, and think that Java is similar, so I assume it won't be that hard to learn. But is it fast enough? Is there a language more suited for my needs than Java?

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  • Language-independent sources on 2D collision detection [on hold]

    - by Phazyck
    While making a Pong clone with a friend, we had to implement some 2D collision detection. For research purposes, my friend dug up a book called "AdvancED Game Design with Flash" by Rex Van Der Spuy. This book was clearly targeted at implementing 2D collision detection in ActionScript, and I also have some problems with how the concepts are presented, e.g. presenting one method as better than another, without explaining that decision. Can anyone recommend some good material on 2D collision detection? I'd prefer it if it kept the implementation details as language-independent as possible, e.g. by implementing the concepts in pseudo-code. Language-specific materials are not completely unwelcome though, though I'd prefer those to be in either Java, C#, F# or Python or similar languages, as those are the ones I'm most familiar with. :-) Lastly, is there perhaps widely known and used book on collision detection that most people should know about, like a 'the book on 2D collision detection'?

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  • what would be a good way to implement/render a 2d tiled map for a browser game?

    - by jj_
    I've made this little rpg ruby game I did while learning and now I'd like to make it into a browser game. I've already set up Sinatra framework to serve it, so what I am looking for, before everything else, is a way to represent the game map in browser (location attributes are stored in db). A new map is randomly generated by code for each new game at each game start. For now forget db, and let's say a map (say 100x100 "squares") is stored as a tridimensional array. (x,y, ...) Last "dimension" of array stores who & what is at that map cell: a player, a building, whatever. So all I have to do is render those "squares" or array cells to a 2d tiled map in the browser. The map does not need to refresh or be dynamically fetched as you scroll it, (at least at this stage of development) but, a technology which would allow me to do so in future would be a good reason for choosing it. Things that I thought of: html tables, html5 canvas, some js framework which is designed exactly with this purpose (which I do not know of = please advice). Yes I know about gamequery-js framework, but I've never used it, and I don't know if it's going to slow down everything down to inusability as I'm adding new features (scrolling, ajax). I really don't know of any other alternatives.. maybe there are lighter approaches? Easier or more minimalistic ways ? More targeted js framework which is the right tool for the job? Maybe just some html canvas code, or even simple image maps, or images with absolute positioning will be enough? The thing is I'd like to start simple, and then gradually make it better, so, as I said before, I'd prefer something that will give me room for improvement or is headed toward new web tendencies but which will also give me a bit of gratification in the beginning :) So.. advices are needed! And appreciated! :) Thanks p.s. Flash is excluded because I don't like it.

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  • Starting a cocos2d game with initial gameplay as background

    - by boz
    Hi All, Id like to start my game, with the initial game play layout as the background, with a buttons layer over the top with maybe 'Tap to start' and a high score etc. and similarly, when the game finishes, id like to just 'pause' the final game play layout and overlay a game over menu of sorts. I tried calling [[CCDirector sharedDirector] pause] as the last line of the appDidFinishLaunching which didnt seem to have any effect. Is there a better way trying to do this? I dont really like my initial approach.

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  • how do i install a game patch on an external hard drive

    - by shadow
    I have a 2tb external hard drive and I want to install battlefield 1942 on it. i can get the game on the hard drive without problems, and it runs great. the problem is that i have an outdated version, and i need to install a patch. thats when it gets iffy. i get the patch and start the install, and it finishes, but it doesnt install to the game itself. it goes to its own seperate folder, and that does nothing to the game. the patch installer doesnt ask me where the game is, and so im thinking that it cant find the game itself, and then screws up. any help would be great!

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  • Force Direct3D anti-aliasing in a Direct3D game?

    - by James McLaughlin
    Some old games look really jagged nowadays on large displays without any anti-aliasing, but don't have any option built-in to the game to enable it. On a PC with an NVIDIA graphics card, it's possible to force anti-aliasing in the NVIDIA control panel which can really improve this. But I'm playing the game in Parallels on a Mac, and although the Mac has an NVIDIA graphics card, it's Parallels' emulated card that Windows sees and so obviously there's no NVIDIA control panel. Is there some generic way I can force anti-aliasing for a Direct3D game without using the NVIDIA control panel?

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  • iPhone game center can't create sandbox account

    - by William Jockusch
    Whenever I try to create an account on the simulator or device, I get a message "game center account services are currently unavailable. Please try again later." Furthermore, I have never been able to sign in to the game center app on the simulator. Interestingly, if I reset my device with iTunes, I can then log in to the Game Center app with my regular apple id. But whenever if I log out, then try to create a sandbox account for an app I am developing, it always fails as described above. Any suggestions?

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  • Can't Connect To A Game Server

    - by Kirs Kringle
    I'm having issues connecting to a certain game server. The game is Space Engineers. I did a wireshark and the owner of the server did as well and it just tries to request and bind until it times out on the client of the game. Nothing is dropped or red it just doesn't connect to download data from the server. Other people are able to connect to the server just fine. I do not think it is an issue with the server, but what could it possibly be and what can I do to get rid of this problem? I've tried cleaning registry, shutting off windows firewall, restarting my computer, and most recently the wireshark. Thanks,

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  • How would I go about sharing variables in a class with Lua?

    - by Nicholas Flynt
    I'm fairly new to Lua, I've been working on trying to implement Lua scripting for logic in a Game Engine I'm putting together. I've had no trouble so far getting Lua up and running through the engine, and I'm able to call Lua functions from C and C functions from Lua. The way the engine works now, each Object class contains a set of variables that the engine can quickly iterate over to draw or process for physics. While game objects all need to access and manipulate these variables in order for the Game Engine itself to see any changes, they are free to create their own variables, a Lua is exceedingly flexible about this so I don't forsee any issues. Anyway, currently the Game Engine side of things are sitting in C land, and I really want them to stay there for performance reasons. So in an ideal world, when spawning a new game object, I'd need to be able to give Lua read/write access to this standard set of variables as part of the Lua object's base class, which its game logic could then proceed to run wild with. So far, I'm keeping two separate tables of objects in place-- Lua spawns a new game object which adds itself to a numerically indexed global table of objects, and then proceeds to call a C++ function, which creates a new GameObject class and registers the Lua index (an int) with the class. So far so good, C++ functions can now see the Lua object and easily perform operations or call functions in Lua land using dostring. What I need to do now is take the C++ variables, part of the GameObject class, and expose them to Lua, and this is where google is failing me. I've encountered a very nice method here which details the process using tags, but I've read that this method is deprecated in favor of metatables. What is the ideal way to accomplish this? Is it worth the hassle of learning how to pass class definitions around using libBind or some equivalent method, or is there a simple way I can just register each variable (once, at spawn time) with the global lua object? What's the "current" best way to do this, as of Lua 5.1.4?

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  • How do I model teams and gameplay in this scorekeeping application?

    - by Eric Hill
    I'm writing a scorekeeping application for card game that has a few possibly-interesting constraints. The application accepts user registrations for players, then lets them check-in to a particular game (modeled as Event). After the final player registers, the app should generate teams, singles or doubles, depending on the preference of the person running the game and some validations (can't do doubles if there's an odd number checked in). There are @event.teams.count rounds in the game. To sum up: An event consists of `@event.teams.count` rounds; Teams can have 1 or more players Events have n or n/2 teams (depending on whether it's singles or doubles) Users will be members of different teams at different events Currently I have a rat's nest of associations: class User < ActiveRecord::Base has_many :teams, :through => :players has_many :events, :through => :teams class Event < ActiveRecord::Base has_many :rounds has_many :teams has_many :players, :through => :teams class Player < ActiveRecord::Base belongs_to :user belongs_to :team end class Team < ActiveRecord::Base has_many :players belongs_to :event end class Round < ActiveRecord::Base belongs_to :event belongs_to :user end The sticky part is team generation. I have basically a "start game" button that should freeze the registrations and pair up teams either singly or doubly, and render to Round#new so that the first (and subsequent) matches can be scored. Currently I'm implementing this as a check on Round#new that calls Event#generate_teams and displays the view: # Event#generate_teams def generate_teams # User has_many :events, :through => :registrations # self.doubles is a boolean denoting 2 players per team registrations.in_groups_of(self.doubles ? 2 : 1, nil).each do |side| self.teams << Player.create(self,side) end end Which doesn't work. Should there maybe be a Game model that ties everything together rather than (my current method) defining the game as an abstraction via the relationships between Events, Users, and Rounds (and Teams and Players and etc.)? My head is swimming.

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  • How would I go about sharing variables in a C++ class with Lua?

    - by Nicholas Flynt
    I'm fairly new to Lua, I've been working on trying to implement Lua scripting for logic in a Game Engine I'm putting together. I've had no trouble so far getting Lua up and running through the engine, and I'm able to call Lua functions from C and C functions from Lua. The way the engine works now, each Object class contains a set of variables that the engine can quickly iterate over to draw or process for physics. While game objects all need to access and manipulate these variables in order for the Game Engine itself to see any changes, they are free to create their own variables, a Lua is exceedingly flexible about this so I don't forsee any issues. Anyway, currently the Game Engine side of things are sitting in C land, and I really want them to stay there for performance reasons. So in an ideal world, when spawning a new game object, I'd need to be able to give Lua read/write access to this standard set of variables as part of the Lua object's base class, which its game logic could then proceed to run wild with. So far, I'm keeping two separate tables of objects in place-- Lua spawns a new game object which adds itself to a numerically indexed global table of objects, and then proceeds to call a C++ function, which creates a new GameObject class and registers the Lua index (an int) with the class. So far so good, C++ functions can now see the Lua object and easily perform operations or call functions in Lua land using dostring. What I need to do now is take the C++ variables, part of the GameObject class, and expose them to Lua, and this is where google is failing me. I've encountered a very nice method here which details the process using tags, but I've read that this method is deprecated in favor of metatables. What is the ideal way to accomplish this? Is it worth the hassle of learning how to pass class definitions around using libBind or some equivalent method, or is there a simple way I can just register each variable (once, at spawn time) with the global lua object? What's the "current" best way to do this, as of Lua 5.1.4?

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  • SharePoint 2013 Developer Ramp-Up - Part 1

    Today I had a little spare time during the morning hours and I decided that after checking MVA that I'm going to query the available course material over at Pluralsight. Wow, thanks to fantastic corporations and acquisitions there are lots of courses available. Nicely split by SharePoint version as well as particular interest group. Additionally, I found a couple of online blogs and community sites that I'm going to visit regularly during the next couple of weeks. Today's resource(s) Of course, I'm "all in" for the latest developer resources: SharePoint 2013 Developer Ramp-Up - Part 1 - Understanding the Platform and Developer Experience SharePoint 2013 Developer Ramp-Up - Part 2 SharePoint 2013 Developer Ramp-Up - Part 3 SharePoint 2013 Developer Ramp-Up - Part 4 SharePoint 2013 Developer Ramp-Up - Part 5 SharePoint 2013 Developer Ramp-Up - Part 6 I guess, I'm going to stick to the Pluralsight library until the end of this week. We'll see... Anyway, apart from the video material I came across a couple of other websites which I'd like to list here, too. That's mainly for personal reference instead of bookmarking in the browser, I'll use my own blog for that purpose. Atkinson's SharePoint Blog Düsseldorfer Jung Doerflers SharePoint Blog SharePoint Community Absolute SharePoint The links are in no preferential order and I added them as soon as I found them. Most probably, I'm going to report about specific articles from those resources during this challenge. So, stay tuned and I try to provide more details on certain topics. Takeaway First contact with the 'real stuff' in order to get an idea about software development in Microsoft SharePoint and beyond. Unfortunately and as already expected, the marketing department over at Microsoft seemed to have nothing better to do than to invent new names and baptise literally the same product with every release. Luckily, the release cycles between versions have been three years (roughly) - 2007, 2010, and 2013. Nonetheless, there will be a lot of version-specfic issues to tackle during this learning phase. Especially, when it's about historical expressions like 'WSS'* like I had it yesterday... It's going to be exciting and demanding to catch up with roughly 6-7 years of development and changes. Okay, let's face it. * WSS stands for Windows SharePoint Services 3.0 which forms the 'core engine' of SharePoint 2007. Part 1 of Andrew Connell's series on SharePoint 2013 for developers provides a brief history and overview of the various product names and their relation to the actual SharePoint version. I guess, I might create a cheat-sheet or something comparable in order to reduce the level of confusion while reading through other material: SharePoint 2007 (aka SharePoint v3 aka SharePoint 12) Windows SharePoint Services (WSS) 3.0 Microsoft Office SharePoint Server (MOSS) 2007 .NET Framework 3.0, 32-bit or 64-bit OS SharePoint 2010 (aka SharePoint v4 aka SharePoint 14) Microsoft SharePoint Foundation (SPF) 2010 Microsoft SharePoint Server (SPS) 2010 .NET Framework 3.5 SP1, 64-bit OS only SharePoint 2013 Microsoft SharePoint Foundation (SPF) 2013 Microsoft SharePoint Server (SPS) 2013 .NET Framework 4.5, 64-bit OS only After this quick excursion it is getting more interesting. SharePoint 2013 has a number of Development Practices and Techniques under the hood, and it will be quite a decision process depending on the task requirements to choose the correct path to go. At the moment, the following two options seem to be my future fields of operation: Client-Side Object Model (CSOM) REST API and OData syntax As part of my job assignment, I see myself developing within Visual Studio 2012/2013. Most probably the client development in C# will be using CSOM but of course I'll keep an eye on the REST API, too. JavaScript has quite a momentum since a while and it would a shame to ignore this type of opportunity and possibilities.

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  • Web Developer - How to enhance my skillset?

    - by atif089
    First of all pardon my English. I am not a native English speaker I have been a Web Developer for the past 4 years. In these 4 years I have spent my time on the internet to learn things. My current skillset comprises of HTML CSS PHP MySQL jQuery (I would not say js and rather say jQuery because I am good at using jQuery and bad with plain javascript.) The above things seemed like an easier part of my life as I quickly learned them. But now I would really like to enhance my skillset and I am pretty confused which way to move ahead considering that I have to learn things using the web and references on my own. Design My first option is towards design. Shall I get started with design and start using Adobe Illustrator, Photoshop, Flash, Flex. Designing along with my previous skills looks like a money maker to me. As both are co-related to each other when web design is considered. And its easier to learn the first 2 and I hope I can get tutorials for the last 2 as well. Marketing A lot of my existing clients asked me if I do SEO. So this looked as a good field to me as well. I cannot estimate the scope of SEO but I assume it has a long future. Since I am business minded as well and there are a lot of tutorials around, should I start with SEO, SEM, Social Media, PPC or whatever it consists of. Software Development The complex plight and hardest thing (perhaps) but the easiest way to find a decent job in my location. If I go for software development what platform should be that I should be ideally going after? Should it be C# for windows development, or ASP.NET (once again enhances my skill set), J2EE (there are a lot of jobs for J2EE developers here) or plain C and C++. Also I think it is difficult to learn software languages right from Hello World, using internet? I have no clue how I learned PHP but I am sort of a pro now, but these other languages seems like a disaster to me? I cant figure out the reason if its because PHP is easier or there was a lot of tutorials around for PHP. Anyways is it also possible to learn software development right from Hello World using the web? Database / Server (Linux) / Network Administration Seems like a job with a decent pay but less number of jobs and a bit harder to learn online. (not sure) What should be the right track I should move ahead. P.S - Age is not a constraint for me as I am between 20-21, and I come from an IT background. I know quite little basics about C (upto structures) C++ (upto objects, I was not able to understand templates) Core Java (some basics and OOP concept) RDBMS Visual Basic 6 (used to do this long back) UNIX (a bunch of commands like who, finger, chmod, ls and a bit of #bash) Or is there anything else that I left out? I need you guys to please give me a feedback and the reason why I should select that field.

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  • Seperation of project responsibilities in new project

    - by dreza
    We have very recently started a new project (MVC 3.0) and some of our early discussion has been around how the work and development will be split amongst the team members to ensure we get the least amount of overlap of work and so help make it a bit easier for each developer to get on and do their work. The project is expected to take about 6 months - 1 year (although not all developers are likely to be on and might filter off towards the end), Our team is going to be small so this will help out a bit I believe. The team will essentially consist of: 3 x developers (1 a slightly more experienced and will be the lead) 1 x project manager / product owner / tester An external company responsbile for doing our design work General project/development decisions so far have included: Develop in an Agile way using SCRUM techniques (We are still very much learning this approach as a company) Use MVVM archectecture Use Ninject and DI where possible Attempt to use as TDD as much as possible to drive development. Keep our controllers as skinny as possible Keep our views as simple as possible During our discussions two approaches have been broached as too how to seperate the workload given our objectives outlined above. OPTION 1: A framework seperation where each person is responsible for conceptual areas with overlap and discussion primarily in the integration areas. The integration areas would the responsibily of both developers as required. View prototypes (**Graphic designer**) | - Mockups | Views (Razor and view helpers etc) & Javascript (**Developer 1**) | - View models (Integration point) | Controllers and Application logic (**Developer 2**) | - Models (Integration point) | Domain model and persistence (**Developer 3**) PROS: Integration points are quite clear and so developers can work without dependencies on others fairly easily Code practices such as naming conventions and style is more easily managed in regards to consistancy as primarily only one developer will be handling an area CONS: Completion of an entire feature becomes a bit grey as no single person is responsible for an entire feature (story?) A person might not have a full appreciation for all areas of the project and so code overlap might be lacking if suddenly that person left. OPTION 2: A more task orientated approach where each person is responsible for the completion of the entire task from view - controller - model. PROS: A person is responsible for one entire feature so it's "complete" state can be clearly defined Code overlap into different areas will occur so each individual has good coverage over the entire application CONS: Overlap of development will occur in all the modules and developers can develop/extend without a true understanding of what the original code owner was intending. This could potentially lead more easily to code bloat? Following a convention might be harder as developers are adding to all areas of the project If a developer sets up a way of doing things would it be harder to enforce the other developers to follow that convention or even build on it (or even discuss it?). Dunno.. Bugs could more easily be introduced into areas not thought about by the developer It's easier to possibly to carry a team member in so far as one member just hacks code together to complete a task whilst another takes time to build a foundation that could be used by others and so help make future tasks easier i.e. starts building a framework? QUESTION: As it might appear I'm more in favor of option 1, however I'm interested to see how others might have approached this or what is the standard or best or preferred way of undertaking a project. Or indeed any different approach to handling this?

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  • How to make game sessions like "with friends" games?

    - by Miguel lugo
    I want to make a game like "words with friends" or "chess with friends" or "Draw Something" or any of the other online multiplayer type games that are based around friends having game sessions with each other. I have made one app before that had no online features so I know the basics of objective-C and xCode. I looked up facebook connect so I know how to make friends find other friends to play with through Facebook. Just not how to make the gaming session. I only need my game to send a small array (or XML if it's better) of strings and integers from one iPhone to the other as each iPhone takes a turn. I'm NOT sending some complex video or anything like in "Draw Something." I was hoping someone could point me in the right direction (whether link to website or book or just a general idea) for how to do gaming sessions between two iPhones. I read this tutorial http://www.raywenderlich.com/3932/how-to-create-a-socket-based-iphone-app-and-server but it seems to be more about having two iPhones communicate over a server on a laptop or through the same wifi, not how to have iPhones game together over any Internet connection like in "with friends" games. I've tried to research this in other places but I'm never quite sure if what the articles I find are talking about is related to what I want or not. Someone please just point me in the right direction or give me a general outline of what to do. I will look up the specifics on my own once I know what to look for. Thank you.

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  • Should I be using Lua for game logic on mobile devices?

    - by Rob Ashton
    As above really, I'm writing an android based game in my spare time (android because it's free and I've no real aspirations to do anything commercial). The game logic comes from a very typical component based model whereby entities exist and have components attached to them and messages are sent to and fro in order to make things happen. Obviously the layer for actually performing that is thin, and if I were to write an iPhone version of this app, I'd have to re-write the renderer and core driver (of this component based system) in Objective C. The entities are just flat files determining the names of the components to be added, and the components themselves are simple, single-purpose objects containing the logic for the entity. Now, if I write all the logic for those components in Java, then I'd have to re-write them on Objective C if I decided to do an iPhone port. As the bulk of the application logic is contained within these components, they would, in an ideal world, be written in some platform-agnostic language/script/DSL which could then just be loaded into the app on whatever platform. I've been led to believe however that this is not an ideal world though, and that Lua performance etc on mobile devices still isn't up to scratch, that the overhead is too much and that I'd run into troubles later if I went down that route? Is this actually the case? Obviously this is just a hypothetical question, I'm happy writing them all in Java as it's simple and easy get things off the ground, but say I actually enjoy making this game (unlikely, given how much I'm currently disliking having to deal with all those different mobile devices) and I wanted to make a commercially viable game - would I use Lua or would I just take the hit when it came to porting and just re-write all the code?

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  • Need help in determing what, if any, tools can be used to create a free Flash game

    - by ReaperOscuro
    Yes I proudly -and sadly- declare that I am a complete nincompoop when it comes to Flash, and I have been fishing around the big wide web for information. The reason for this is that I have been contracted to create a game(s) for a website -the usual flash-based games caveat. Please I do not mean things like by those gaming generator websites, I mean small yet professional games- but the caveat, as always, is that impossible dream: it needs to be done all for free. The budget...well imagine it as not there. Annoyingly is that I am a game designer yes, but with a ridiculously tight deadline I haven't got much time to re-learn (ah the heady days of programming at uni) everything by the end of March, so I'd like to ask some people who know their stuff rather than keep looking at a gazillion different things. This is my understanding: with the flash sdk you can create a game, albeit you need to be pretty programming savvy. FlashDevelop helps there -yet I am not entirely sure how. Yet even FD says to use Flash for the animation/graphics. Yes its undeniably powerful but as I said there is the unattainable demand of no money. The million dollar question: what, if any, tools can I use to create a free flash game?

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